!!!!!My Hero Academia Jumpchain CYOA!!!!! (Version 1.3: Nomu Parade Mini-Update)
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!!!!!My Hero Academia Jumpchain CYOA!!!!! (Version 1.3: Nomu Parade Mini-Update) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! My Hero Academia, world of heroes and villains doing battle within the concrete jungles of what appears as modern day metropolises. Long, long ago this world was much like ours until a baby was born with the ability to glow. One after another, humans were born with special abilities that would later become known as “Quirks.” The world descended into chaos as the definition of humanity blurred. Now in the modern era, stability and peace have been restored. Humans with Quirks have become commonplace, making up 80% of the world’s population, with laws drafted to account for them. By and large, the use of one’s individuality, one’s “Quirks”, in public is prohibited due to concerns for the safety of the civilian population. Those who would use their natural born gifts for selfish gain and tormenting the populace are branded as “Villains.” The ones who fight “Villains” have been known since long ago as “Heroes” but only in relatively recent history have they become formalized as official civil servants complete with wages and benefits. Licensed Heroes have permission to use their gifts to protect the populace, not only taking down villainy wherever it crops up, but acting as disaster relief and working with police to solve crimes. The greatest hero of them all is the living legend known as All Might! With incredible strength, charisma and the heart of a true hero, All Might is the Pillar of Peace responsible for the current golden age of peace, idolized by civilians and even other heroes, while feared by villains everywhere. Many wish to become a professional hero with motivations that run the gamut, whether it’s following in the footsteps of their family or their idol, or something more basic like money or fame. Due to the intense scrutiny and responsibility placed on heroes, who constantly stand in the spotlight, becoming one is extremely difficult and training often begins young. Schools specifically for producing heroes have cropped up all over, with U.A. High located in “Musutafu, Japan”, being known as the 1# Hero Academy in the world. U.A. has received even more attention recently as All Might himself has started to teach there. Beware though, the current era may be one of peace, but unless something drastic happens, that peace will soon begin to fall. All Might is critically injured and will be forced to retire soon. If that’s not bad enough, the darkness he’s long kept at bay will start to surge to the surface, growing stronger by the day on the words and actions of charismatic villains. You will start off in this world around ten months before U.A. High holds its next Entrance Exam, the same day All Might meets a young boy with aspirations to become a hero despite lacking a Quirk, Izuku Midoriya. You receive 1000CP, think carefully and spend it responsibly! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!Origin & Location!!! You may pick one of any of the below origins. Your age varies based on origin, while your gender is the same as the previous Jump. Alternatively, you may pay 100CP to manually swap gender and/or manually select age anywhere within the listed ranges. Regardless of origin, you begin “Musutafu, Japan” home city of U.A. High and the location where much of this story’s events take place. -Drop In (Free): Ah! A rogue element, a ghost within society. You have no memories as someone from another world, and you aren’t part of the current system. That gives you a lot of freedom to do what you please, but what will you use it for? Will you be an unlicensed hero taking justice into your own hands, branded a vigilante by society? Will you penetrate the shadows cast by All Might’s light for business or personal gain? Whatever you decide, what your fate in this world is, that’s in your hands. (Age: Roll 2d8+16 ‘or’ Take 14) -Student (Free): A young boy or girl with aspirations of greatness, currently living your average middle- school life. You’re looking to take the entrance exam for a hero academy for high school. Whether that’s U.A. High or a rival school in the form of Ketsubutsu Academy or Shiketsu High, your family gives you their complete, unwavering support. Of course, if you decide to live a normal life or choose a different path in life, they’ll still stick with you 100% and might even be relieved about the relative safety. (Age: Take 14) -Hero (200CP): You’re a professional hero! You’ve long since went through the tests, schooling and training required to earn your license and have been doing this Hero of Justice thing for a while. You’ve probably got a fan or two out there for your past heroics, but in such an era you don’t get into terribly much trouble. That might be changing soon however. (Age: 2d8+18) -Villain (200CP): Standing in stark defiance of this age of prosperity is you, part of the dark underbelly of society. Whether your motivations clash with heroes or you’re pure evil, this is your identity, a Villain. You’ve likely already got a rap sheet full of petty crimes or a warrant on your head for something more serious, but either way you’re already part of civilization’s shadow unlikely to leave it. Normally you’d have to watch out for heroes to get anything done, there’s just too many for you to deal with by yourself. Something is in the air though. .it feels like “change.” (Age: 2d8+16 ‘or’ Take 14) -Wild Nomu (100CP): Nomu, the heavily modified abominations created as foot-soldiers for the League of Villains, purpose built to house multiple Quirks as bestowed upon them by the villain known as All For One. As you awaken in this world, you will discover your status as one such creature. As with others of your kind, you have an exposed brain, and a flat skin-tone of any one color of your choosing. How much effort was put into your constitution is a mystery, but what can be certain is that you have some self-awareness, and appear to be by yourself in some alley. Perhaps you’re an experiment in what level of chaos your kind can get up too on your own. Perhaps you’re simply being left to your devices to gather experience before one day being recalled. For now, you have one solitary mission, to live. (Age: 1d8 as “Functional Age”) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!Perks!!! The perks purchasable below are discounted by 50% of their listed price for the matching Origin. 100CP Perks are instead Free for the matching Origin. -----(General Perks)----- -"Superficial Mutant" (Free): With the advent of Quirks, many humans also took on incredibly mutated appearances which was part of the reason for social norms to break down. You may customize your own appearance, basically deciding to look like almost anything you want with a few minor limitations. First, humans are still universally bipeds no matter how strange. Second, they’re still solid unless a Quirk specifically renders them otherwise. Third, they’re still generally around the same size as old humans, with a few exceptions being radically shorter. Forth, these incredibly varied bodies generally lack notable mechanical advantages besides maybe some extra natural weapons like horns, fangs or claws. Other than that feel free to go nuts. Make yourself look like living rock or plastic. Throw in some antennae and a tail. Hair, eyes and skin of any color in the rainbow. Alternatively, you could look extremely close to the “traditional” image of a human with few if any deviations, like slightly bigger canines or off colored hair. (Note: The Wild Nomu Origin may adjust their proportions and shape through this origin, similar to others, but will always keep an exposed brain and flat skin tone local to their constitution.) -“Empowered Quirk” (100CP+): Some people get a bad hand, landing a Quirk that feels just a bit weak or limited compared to the ones other people got. While you’ll be able to choose your own Quirk, you may still wish it was a bit beefier than how it starts out. That’s where this comes in, allowing you to take your Quirk to another level. With each purchase, you may take your current Quirk and increase its Tier by one level, though Tier-3 Quirks or those boosted to Tier-3 are no longer applicable. This allows you to increase the quality of your Quirk in a variety of ways. This includes having the main function become more potent, having flaws lessened in one way or another, making it more versatile or just an all-around boost in general ability. As long as it’s thematic, you may choose what direction it’s taken. Through this perk, a Quirk taken from Tier-0 to Tier-3 after multiple purchases would gain equivalent power and/or utility to others found on that tier. Flaws may not be entirely erased even if all emphasis is put in. Empowered Quirk applies after Quirk Marriage, not to component Quirks in one. -"Old Fashioned" (300CP): You don’t have to have an incredible Quirk to help people. You don’t even need an incredible Quirk to beat someone down. Your body is in peak physical condition by the standards of humans in this world, which would seem mildly superhuman to people not from this world. From agility to strength to stamina, you’re stacked, and damn do you know how to throw a mean punch on top of it all.